Cyd asked what it would take to run on Linux. The answer is filed rather than acted on: we are mid-playtest, and this is a decision for the end of it. Proton is the recommendation. The build is 32-bit fixed-function D3D9, which is the most-travelled path Proton has, and Valve keeps i386 alive in the Steam runtime containers specifically to carry it; Wine 10 fixed child-window Vulkan rendering, which is the one thing that would have stopped the cockpit dead, since the 3D scene presents into a child STATIC with GDI panes clipped over it. Deck Verified is achievable from a Windows-only build and is what comparable Win32 titles ship. The native port is scoped in the doc rather than dismissed, because the engine is more portable than it looks: RP is clean C++, MUNGA is ~90% clean, single-threaded, with one timing seam and one file seam already named. What stops it is mechanical and total - 1,800 of 1,844 include lines cite a filename in a case no case-sensitive filesystem will find - and then strategic: the wire format and .RES carry size_t under /Zp1, so a 64-bit build silently changes the protocol while a 32-bit one targets a runtime Valve is walking away from. Five things need doing to the Windows build either way, and they are all improvements to it on their own: the Dynamic Lighting mirror imports windowsapp.lib statically, so its careful try/catch degradation never runs under Wine - the image fails to load first; the plasma window and the exploded MFD view are extra top-level windows, which is what gamescope handles worst; the viewscreen relies on the stock STATIC proc returning HTTRANSPARENT for mouse fall-through rather than saying so; the 1080 canvas downscales 1.5x on the Deck, against a 9px legibility floor; and the front end is mouse-driven, which Deck Verified will not pass. Nothing here has been run on Linux. The first step when this resumes is an afternoon with a Linux box confirming the child-window Present, before anything is promised. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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RP 4.12 on Linux — compatibility assessment
Requirements exploration for making RP412 playable on Linux (desktop and Steam Deck). Status: assessment complete (2026-08-12), parked until late playtesting — nothing has been run on Linux yet; the Proton test matrix in §3 is the next concrete step when this resumes. A formatted copy of this report lives at https://claude.ai/code/artifact/47e4cf5f-a9a3-416e-bd5e-25c810983551.
Verdict: target Proton as the official Linux path; treat a native port as a
separately-scoped future project. The existing 32-bit Win32/D3D9 build is
squarely on Proton's best-supported path, every Proton-blocking issue found is
fixable inside the Windows build, and Valve's Deck Verified program accepts
Windows-only titles. A native port is a genuine second platform layer
(~77k lines of MUNGA_L4 plus ~6,300 lines of raw Win32 UI in RP_L4) and it
forces the 32/64-bit question, which reaches into the wire protocol and the
.RES format. Nothing on the Proton path is throwaway: each fix is an
improvement to the shipping Windows build.
Provenance: code findings below are measured against this repo (four
exploration sweeps over MUNGA, MUNGA_L4, RP, RP_L4, DivLoader and
the build files, 2026-08-12, main @ 1e0c412). External claims — Proton/DXVK
behavior, Steam Runtime direction, Deck Verified criteria — are from Valve
partner docs, the DXVK source, the steam-runtime repository, and Wine release
notes as of August 2026, with unconfirmed items called out as needing live
tests.
1. How the Windows dependency actually distributes
The architecture is far more portable than the mechanics. The engine is
single-threaded by construction, has exactly one timing seam (SystemClock,
implemented in MUNGA_L4/L4TIME.cpp), one file-I/O
seam (MUNGA/FILESTUB.cpp, six syscalls), a formal
network transport interface with all real socket calls in one ~350-line class
(MUNGA_L4/L4NETTRANSPORT.cpp), and audio
already speaks OpenAL. But the mechanical surface is total: 1,800 of 1,844
quoted #include lines cite a filename in a case that doesn't exist on disk,
and 334 use backslash separators — on a case-sensitive filesystem, nothing
compiles until a repo-wide normalization pass is done.
| Tree | Lines | Portability |
|---|---|---|
RP\ |
16,441 | Clean. Zero Win32 API, zero Win32 types, zero threads. Only 16 stricmp and 4 getenv. |
MUNGA\ |
116,695 | ~90% clean (267 of 297 files carry no Win32/MSVC token). The leaks are few and named: PostQuitMessage as the abort path (32 sites in 9 files; the portable prototype still sits commented out at MUNGA/STYLE.H:31), MUNGA/MATRIX.h line 4 including <D3DX9.h> (which transitively feeds windows.h to most of the engine), HWND/SOCKADDR_IN carried as opaque values in a handful of headers, and SPOOLER's CreateDirectoryA/CopyFileA. |
RP_L4\ |
22,588 | Mixed. 20 of 34 files clean. The rest is WinMain/WndProc (RP_L4/RPL4.CPP) plus ~6,300 lines of hand-written Win32+GDI UI (front end, lobby, console board) behind no platform interface. |
MUNGA_L4\ |
76,575 | The platform layer. 41 of 100 files touch D3D9 / DirectInput / XInput / Winsock / serial / WinRT / Steam. This is what a native port rewrites. |
DivLoader\ |
1,714 | No callers. Entirely non-portable (D3D9 in its public API, an implementation-defined bitfield read off disk) — and nothing in this tree calls it. Delete, don't port. |
Inventories that came back smaller than expected:
- Input: the only XInput entry point used anywhere is
XInputGetState(3 call sites). The live DirectInput reader (MUNGA_L4/L4JOY.cpp) models 8 axes / 32 buttons / 4 hats — a direct match for SDL's joystick model. - Audio: OpenAL (~91 calls) + libsndfile (3 calls), zero
winmm/mmsystem anywhere. EFX is already optional and self-degrading. One
engine-core leak:
MUNGA/AUDIO.cppcalls threeal*functions directly. - Networking: TCP only, no UDP, no
select()/poll()— a pure per-frame nonblocking poll loop branching on exactly three error codes (WSAECONNREFUSED/WSAECONNRESET/WSAEWOULDBLOCK). - Steam: four interfaces total (NetworkingSockets, NetworkingUtils,
Matchmaking, Friends+User), all gated behind the
SteamNetTransport_ClientLibraryPresent()probe. The vendored SDK already shipslinux32/linux64 libsteam_api.so. Steam Input is not used. - Renderer: 100% fixed-function D3D9 — no shaders, no D3D9Ex. All ~193
device calls sit in five
MUNGA_L4files. D3DX usage is mesh loading (D3DXLoadMeshFromXA), texture loading (PNG), and matrix helpers.
The leaky seam is windowing: of ~430 user32/gdi32 call sites, about
two-thirds live outside the platform layer, and the per-frame message pump
sits in engine core (MUNGA/APPMGR.cpp:126). The cockpit composition is
genuinely exotic Win32: up to 11 top-level windows, D3D Present into a child
STATIC control via hDestWindowOverride, GDI-painted panes clipped over the
3D viewscreen, and hit-testing that relies on the stock STATIC proc returning
HTTRANSPARENT.
2. Path A — Proton as the official Linux target (recommended)
External findings (August 2026): 32-bit D3D9 through DXVK is Proton's most-traveled path and is deliberately preserved — Steam Runtime 4 dropped most i386 libraries except the ones Proton needs. Wine 10 (in current Proton) merged Vulkan child-window rendering, removing the one historical blocker that would have hit the viewscreen pane directly. Valve's stated position is neutral between native and Proton, Deck Verified is achievable with a Windows-only build, and the prevailing small-studio practice for legacy Win32 titles is to ship Proton officially. Wine resolves filenames case-insensitively, so the repo's asset-case inconsistencies cost nothing on this path.
One dated fact that matters: a 32-bit-specific Proton bug corrupted
ISteamNetworkingSockets::ReceiveMessagesOnConnection data — exactly RP412's
receive path — and was fixed only in Proton 10.0-4b / 11.0-1b (July 2026).
The multiplayer test matrix should pin that as the minimum version.
Fix in the Windows build (confirmed in code)
| Item | Evidence | Candidate fix |
|---|---|---|
WinRT lamp mirror is a static import. windowsapp.lib via #pragma comment — unlike steam_api.dll, not delay-loaded. Wine has no windows.devices.lights at all; the in-code try/catch guards only run if the image loads. |
MUNGA_L4/L4KEYLIGHT.cpp line 33 | Delay-load it the way steam_api.dll is handled, or move activation behind a LoadLibrary probe. Cheap, and hardens the Windows build too. |
Second top-level window fights gamescope. The "Plasma Display" window plus the exploded L4MFDSPLIT=2 mode (6 top-level panes) hit gamescope's known multi-window weakness on Deck. |
MUNGA_L4/L4PLASMASCREEN.cpp line 271, MUNGA_L4/L4MFDVIEW.cpp line 297 | On Deck/gamescope, default the plasma glass into the cockpit window (the SetParent path already exists at L4PLASMASCREEN.cpp:91) and treat exploded view as desktop-only. |
Implicit hit-test transparency. Clicks fall through the viewscreen only because the stock STATIC proc returns HTTRANSPARENT; no explicit WM_NCHITTEST handler exists. If Wine's STATIC differs, all mouse input over the 3D view dies silently. |
MUNGA_L4/L4VB16.cpp line 4659 | Handle WM_NCHITTEST explicitly in the viewscreen subclass. Removes the dependency on an undocumented control behavior everywhere. |
| Deck legibility floor. The 1920×1080 canvas lands on Deck at 1280×720 — a 1.5× shrink. Valve's gate is 9 px minimum font height, so anything under ~14 px on the canvas fails. | Fixed canvas: MUNGA_L4/L4APP.cpp line 269 | Audit the smallest cockpit and front-end type; bump or provide a Deck-scale preset. |
Gamepad-complete front end. The menu/lobby is mouse-driven GDI; callsign entry is a Win32 EDIT control. Deck Verified requires the full flow on pad alone, with the Steam on-screen keyboard for text. |
RP_L4/RPL4FE.cpp line 2467 | Add pad navigation to the front end and invoke ShowFloatingGamepadTextInput for the callsign field. The largest Path-A work item. |
Verify under Proton (needs live testing; no code change assumed)
- Child-window Present:
Present(…, hDestWindowOverride)into a child STATIC under DXVK — supported per the DXVK source (per-HWND presenter map) and Wine 10's child-window Vulkan work, but this exact composition (GDI siblings clipped over the presented pane) is the least-exercised path in any D3D9 stack. First thing to smoke-test. - Steam networking end-to-end: repeat the three-machine SDR/FakeIP race (STEAM-3-MACHINE-TEST.md) with one or more peers on Proton ≥ 10.0-4b. No Proton-specific FakeIP defects are on record, but absence of reports is not confirmation.
- Wine's d3dx9:
D3DXLoadMeshFromXA(.x meshes) andD3DXCreateTextureFromFile(PNG) are the two heaviest leans on Wine's reimplementation. - Input odds and ends: the
IG_RawInput device-path heuristic for XInput de-duplication (L4JOY.cpp:72-146) assumes Windows-shaped HID paths;GetAsyncKeyState+ foreground-window focus gating under gamescope's focus model; the legacy DirectInput paths'DISCL_EXCLUSIVEclaims. - The joyconfig wizard (
AllocConsole+conio,L4JOY.cpp:811-1392) very likely misbehaves under Proton — it is optional, and pad/keyboard defaults don't need it; document rather than block on it. - Multi-adapter gauge windows (up to 4 D3D devices, one per adapter,
L4VB16.cpp:207) are thin ice under DXVK — but that's the arcade multi-monitor config, not the consumer default. Confirm the default path never creates them.
3. Path B — the native port, honestly scoped
Feasible — the clean core makes it a real option, not a rewrite of the game — but it is a phased engineering project, not a compatibility fix:
- Mechanical compile pass — everything blocks on this. Normalize include
case and separators repo-wide (267 of 289 distinct include names don't
match disk case; renaming files inside a case-insensitive checkout takes
care), shim the MSVC CRT tail (100
stricmp, the Annex K_sfamily, the_time64family,itoa/strlwr, 9std::ostrstreamsites), fixFail_To_Debugger's non-constchar*signature (GCC/Clang reject it outright, so theDEBUG_LEVEL>0build doesn't compile at all), and address theSKIPPY_CASTstrict-aliasing punning (MUNGA/STYLE.H:108). - Drain the core leaks. Replace
PostQuitMessage-as-abort with the portable hook whose prototype still sits commented out inSTYLE.H:31(32 sites); strip<D3DX9.h>out ofMATRIX.hand give it a neutral interop type; typedef-shim theHWND/HINSTANCE/SOCKADDR_INvalues carried in core headers; splitRIOBaseout of MUNGA_L4/L4RIO.h so the controls stack stops dragging<windows.h>through the serial-packet header; portFILESTUB(six syscalls) andL4TIME(one file); add a path-separator/case layer toFILEUTILand the 19 hardcoded"dir\\"literals. - The 32/64-bit fork — the strategic decision. The wire protocol and
.RESformat are/Zp1-packed host-order struct dumps carryingsize_tandunsigned longfields (MUNGA/RECEIVER.h:172,MUNGA/RESOURCE.h:208-210). A 32-bit native build keeps every format byte-identical but targets Steam's legacy scout runtime — swimming against the current. A 64-bit build (what Steam Runtime 4 wants) means retyping the serialized fields to fixed widths, discovering and pack-annotating the serialized struct set (46 raw stream overloads, no manifest exists), and versioning the wire so Linux and Windows builds can still race each other. Dovetails with the un-/Zp1cleanup already on the roadmap; if the native port ever happens, 64-bit with fixed-width formats is the right side of the fork. - The new platform layer. SDL for window/events/input (XInput's one
function →
SDL_GameController;L4JOY's 8-axis/32-button model maps directly toSDL_Joystick, and SDL makes the RawInput de-dup unnecessary); OpenGL for the fixed-function renderer (~193 device calls in five files, no shaders to translate — the real work is replacing D3DX mesh/texture loading); the CPU-side gauge canvases become streaming textures instead of GDI blits; OpenAL-soft is a near drop-in; sockets go BSD (mechanically small: 3 errno branches, ~45SOCKADDR_INoccurrences); Steam loads viadlopenthrough the flat API (~30 symbols) since ELF has no/DELAYLOAD. - Rebuild the desktop UI. The front end, lobby, and console board — ~6,300 lines of GDI drawing and Win32 controls behind no interface — get redrawn through the engine or SDL, and the ~580-line console-mode joyconfig wizard gets a portable rewrite. This is also where the four separate message pumps collapse into one event loop.
- Delete, don't port. The legacy DirectInput paths (
L4DINPUT,ThrustMaster), DOS-eraL4KEYBD/L4MOUSEstubs, the AWE32 audio layer andsos/,JOYSTICK.asm, DivLoader (no call sites), and Windows Dynamic Lighting (OS-exclusive by nature). The serial RIO path is optional hardware support — stub it, or port it to termios only if pod preservation on Linux ever matters.
4. Sequencing
The Path-A fixes (lamp-mirror delay-load, explicit hit-test, Deck window policy, font audit, pad-driven front end) all improve the Windows build on their own, and none are wasted if Path B ever runs. The reverse is not true. When this resumes: an afternoon smoke test of the current build under Proton on a Linux box — child-window Present first — before committing to anything.